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Dan B

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A member registered Jun 17, 2017 · View creator page →

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The player mainly; the player had a round shape but at times felt like it had a square hitbox. I could just be imagining things though.

Interesting idea, having to play Tetris while also avoiding the falling blocks. The controls were a bit tricky though - have the W/S keys control the player while A/D move the blocks led to me getting my wires crossed a bit. I’d suggest using WASD for the player and the arrow keys for the blocks (the game probably doesn’t need to be first-person since it’s on a 2D plane).

Still a very novel concept; I’d definitely recommend trying to see how much you can improve on this idea because I think with more polish it could be really good fun!

Thanks for playing! Glad you liked it.

Fun little game, with nice presentation to boot! Though I did find the hitboxes a little bit hard to judge at times.

Having to scale up/down to maximise my combat ability was a cool mechanic!

Interesting concept! Though the controls were a bit too tricky and I felt that moving and recharging were a bit too slow.

With more time for polish, this could be a solid arcade game!

Amusing little game! Though I didn’t realise you could fight the other rats - I won just by avoiding them and collecting all the cheese.

I could see an expanded version of this idea working well as a mobile game with swipe controls! Good work.

Thanks for playing! I’m glad you found the difficulty well-adjusted since I was a bit concerned it might have been too easy or hard.

If I decide to work on the game more after the jam voting period is over, I’ll add more options for controls - it’s a bit of feedback I’ve gotten multiple times already so I’d be sure to address it!

Thanks for the comment! Glad you enjoyed playing.

Thanks for playing, glad you enjoyed it!

The main reason I used the Z key for jumping is because it’s what I’m personally used to (and it also puts it next to the X and C keys which are used for other actions). I probably could have included some alternate controls though! Thanks for the feedback.

Thanks for playing! Glad you enjoyed it.

Fun little game! Though sometimes I would get stuck on a scale without any weights, which ended my run - perhaps a way of pulling in distant weights would help to keep a run going.

I did have an issue playing in browser where the view size didn’t scale to the size of the game in the window, so I had to zoom in the page to be able to see the whole game.

Still, this is a good submission! Well done.

Pretty neat idea at the core of this game! I do think it may have been better if the player worked the same as the enemy (getting smaller when taking damage), since that would create a risk-reward for the player (being smaller means closer to losing, but also easier to dodge).

I think it would be cool to see this game developed further though! It’s a solid idea, just somewhat lacking in overall polish.

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Quite an interesting little game! Made me have to think pretty hard about where to place new infrastructure to meet the restrictions.

If you decide to expand this game more after the jam, I think it’d be cool to have a final score depending on how everything has been developed (like whether transport hubs are well spaced-out, residential areas are compacted, etc.), and perhaps even a free-build survival-like mode, where you just need to keep expanding as much as you can.

I’ve attached an image for my final city layout too. Well done on the game!

image.png

Wow, thanks for the ratings! Glad that you really seemed to like it.

I initially intended to have more levels with more mechanics, but decided to instead use what time I had left to polish up the levels and mechanics I had already created.

Thanks for the feedback!

The fact that the sizes were getting swapped was something I could have made a bit clearer I think. Since submitting the game, I’ve experimented a bit with the camera zoom so that it only partially zooms when the player changes size - I think that change makes the player’s new size a bit clearer. I might release an updated version of the game with improved mechanics, design, etc. once the jam voting period is over.

Thanks for playing!

That level was actually much harder when I first created it; I made several changes (like reducing from 4 blocks to 3 and adding more help text) to try to make it a bit easier.

Me at the start of the game: awwww, that’s the smallest crocodile I’ve ever seen!

Me at the end of the game: that’s not a crocodile…

That was a nice little experience though, if perhaps a bit mechanically simplistic. I hope Jerry was satisfied with his meal.

Interesting idea for a game! Very well presented too. Though it was a bit too easy to get the opponent into a tight space, then quickly make them (and a spike trap) very large and then just watch them be defeated pretty much instantly. Still, with more polish, this could be interesting as a PvP game, I reckon!

Great job on this! The animations and sound were super good. It’s a bit lacking in content (maybe more enemy types and possibly an upgrade system would have added more depth on repeat attempts?), but is great fun nonetheless - especially once I started moving more like a mouse (or pair of mice, I guess) darting around a kitchen.

Thanks for playing! Glad you enjoyed it.

I actually didn’t initially plan to have the player swap places with the blocks - it ended up being a solution to a problem I encountered when testing. At first, the player and block would only swap sizes, but this meant that the player/block could become too big for the position they were currently in; swapping places prevented this.

Good to know you liked it! Though technically the stage itself isn’t getting changed; instead, the player changes size and the camera just zooms with the player.

Thanks for playing! Glad you enjoyed it.

Thanks for the feedback! Glad you enjoyed. The main reason I used the Z key for jumping is because that’s what I’m personally used to; my earliest experience with platformers on PC was playing Cave Story, which I think used Z as its default jump key.

Fun game! Probably the most literal interpretation of the theme I’ve seen so far as well. It takes a bit of concentration to get used to the controls but movement was pretty satisfying once I did! Well done.

Good presentation in this game! Though it took me a little while to understand what to do, and I found it a bit frustrating that I could only scale pieces when there was a lot more clearance space than needed. Still, it’s a good basis for a relaxing puzzle game, I think!

Thanks for playing! I hope you enjoyed your time with it.

All good! It sounds like this may have been a random bug with the camera scroll, given that other people commenting don’t seem to have had this issue. This is a game jam after all, so I wouldn’t expect anyone to have a perfect game - so don’t worry too much about a couple of bugs! I hope other players have more success with the game than I did :)

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Interesting idea, and nice visuals! However, I couldn’t get past the second level - I think the camera is supposed to scroll but it didn’t? I also clipped through the floor. Clicking the “Retry” button also made the spacebar keep triggering the retry button, I’m guessing the button had focus and the spacebar would activate it until I clicked elsewhere on the screen.

It’s a shame since I wanted to see what was to come in later levels - having multiple characters with different sizes and skills seemed like a fun idea for a puzzle game!

Thanks for the comment! I hope you enjoyed playing!

Thanks for playing! I hope it was a satisfying experience.

Pretty interesting idea! Though the physics are kinda janky, and it would be cool if you could scale objects up to use as shields against the turrets (their shots always seem to go through walls). But it’s a neat concept for a speed run-type game.

Thanks for the feedback! I agree - some of the visuals probably would have looked better nine-sliced, and perhaps I could have made some of the scaling a bit less extreme since it becomes hard to see some of the elements properly, even when using the zoom function. But I’m glad that you enjoyed it!

Relaxing little game here! Art was good, and it felt like it told a nice story here without any dialogue. Though sometimes the solutions I found were a bit weird - the pic with the man putting his foot on the rock I snapped with the upper half of his body out of frame. Still, a nice idea for a simple, relaxing puzzle game!

Very unique type of game for this jam! Though I think I may have accidentally skipped some stuff - I was able to guess some of the card pairs pretty easily (I didn’t even use the glowing crystal in the cave). I think it may also have been good if the “scale” theme also affected the gameplay somehow - maybe the cards could change size to affect their power?

But it’s still a really interesting and novel take on the theme! Well done.

Interesting game idea! I really like the idea of having to move in non-Euclidean space through portals to get to a new scale - I wonder if a game where being able to set your own portals (a big one and a small one) would make for a good experience that builds off this one?

One big improvement though would be to make the player faster - it takes a while to move through the levels at the current speed.

Nice and simple game to understand! Though it was a bit hard to tell when I was taking damage, since there was no audio feedback for that. I think this is a solid core idea though, with a longer development time this could become a really fun little arcade game!

Very good work! LOVED the presentation and the puzzles were really interesting, particularly when you had to flip the selection around. One small improvement I think would be to allow you to cancel a selection (e.g. by pressing Escape while changing the size of something). But this is definitely one of my favourite games from the jam so far! Well done.

Really nice little puzzle game that fit the theme well! Definitely had me thinking hard! A small improvement might be to not fully reset the level state when clicking “Retry” while playing as the character, since sometimes I only want to make a small change and don’t want to reset everything. But still an engaging time!

Thanks for the praise! I aimed to create a smooth experience curve when developing the game, introducing mechanics gently and in isolation before testing players on their understanding. I’m glad that it was simple enough to follow along with!

Thanks for playing! I made the visuals a bit of a priority to help create a consistent ‘feel’ to the game, and (hopefully) better communicate the design and shape of objects.

I didn’t make the music though (it’s a royalty-free song), but it is pretty catchy!